/Engine/Plugins/Runtime/GeometryCache/Source/GeometryCacheEd/Classes/ActorFactoryGeometryCache.h
Subclasses may implement this to modify the actor after it has been spawned IMPORTANT: If you override this, you should usually also overridePostCreateBlueprint()!
virtual void PostSpawnActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * NewActor )